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Post by reconsidered on Sept 8, 2016 12:42:23 GMT
Hey, I wanted to ask if it is possible for you to add a fast clicking ForceMove Option?
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Post by lamboot on Dec 4, 2016 5:50:43 GMT
Hi
How do I run this? Whenever I run it, I dont see anything happen. D3helper.exe simply loads up, wait a few seconds, then terminates without giving any error.
Is it because of compatibility with latest D3 version? Or maybe something I need installed first?
Thanks!
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Post by paddy187 on Dec 4, 2016 15:26:07 GMT
Hi How do I run this? Whenever I run it, I dont see anything happen. D3helper.exe simply loads up, wait a few seconds, then terminates without giving any error. Is it because of compatibility with latest D3 version? Or maybe something I need installed first? Thanks! check this: www96.zippyshare.com/v/JSKAdaBA/file.htmlRequirements .Net Framework 4.5+ Microsoft Visual C++ 2010 Redistributable Package x86 Microsoft Visual C++ 2012 Redistributable Package x86
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Post by donnydonovitz on Dec 5, 2016 18:12:51 GMT
I love how D3Helper still works like a charm. Everyone who has been/is working on it did/does a great job!
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johnb
New Member
Posts: 24
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Post by johnb on Dec 12, 2016 23:51:07 GMT
Everything will probably be updated for the 32-bit client (Enigma and TH), but it seems that they don't have time/motivation/reason/etc to find all the offsets for the 64-bit client, because none of them still play the game. It's a shame, because the 64-bit client runs much smoother and with better graphics than the 32-bit one.
What seemed really weird for me is that KJ said that he had time and wanted to work on a major rewrite of TH, but when the PTR went up he said he didn't want to waste time on a game he didn't play...
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Post by donnydonovitz on Dec 19, 2016 19:45:18 GMT
I love how D3Helper still works like a charm. Everyone who has been/is working on it did/does a great job! its possible over with next major patch like with turbohud if the enigma framework will not be updated. :S Oh no, this is sad to hear... I guess we will see if it either continues somehow or it ends, like all good things.
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trax
New Member
Posts: 1
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Post by trax on Jan 4, 2017 22:05:55 GMT
Patch 2.4.3 live!
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Post by sturmprophet on Jan 4, 2017 23:53:39 GMT
2.4.3 Offsets:public static class OffsetConversion { public static readonly Version SupportedVersion = new Version(2, 4, 3, 42655);
public const int UXControlRect = 0x468; public const int UXControlMinimapRect = 0x0C50; public const int ScreenManager = 0x1B9EC5C; public const int ActiveSeason = 9; public const int BattleNetClient = 0x10; public const int SelectedHeroes = 0x0A8;
public const int HeroesData = 0x98;
/* Enigma.D3 */ public const int ApplicationLoopCount = 0x1C13F14; public const int AttributeDescriptors = 0x1C66660; [Obsolete("Offset not updated to latest version")] public const int BuffManager = 0x1E31F44; public const int LevelArea = 0x1B9E68C; public const int LevelAreaName = 0x1B9E690; public const int LocalData = 0x1C15148; public const int ObjectManager = 0x1C13E98; public const int TrickleManager = 0x1BF0A08; public const int SnoGroupsByCode = 0x1C13C90; public const int SnoGroups = 0x1C13C8C; public const int VideoPreferences = 0x19CE0A0; public const int GameplayPreferences = 0x19CE610;
[Obsolete("Offset not updated to latest version")] public const int UIHandlers = 0x1C28B20;/* Not*/ public const int UIReference = 0x1C7C488;/* Not*/
/* Counter */ [Obsolete("Offset not updated to latest version")] public const int UIHandlerCount = 1257;/* Not*/ [Obsolete("Offset not updated to latest version")] public const int UIReferenceCount = 2767;/* Not*/
public const int AttributeDescriptorsCount = ((0x1C747CC - 0x1C6667C) / AttributeDescriptor.SizeOf) - 1; }
public partial class PlayerData : MemoryObject { public const int SizeOf = 0xB370; // 45936 }
public partial class Storage : MemoryObject { public const int SizeOf = 0x1A4; // 420 // Unsure about full size
public Ptr<ActorCommonDataManager> ActorCommonDataManager { get { return ReadPointer<ActorCommonDataManager>(0x160); } } public Ptr<PlayerDataManager> PlayerDataManager { get { return ReadPointer<PlayerDataManager>(0x134); } }
public Ptr<FastAttrib> FastAttrib { get { return ReadPointer<FastAttrib>(0x154); } } public Ptr<QuestManager> Quests { get { return ReadPointer<QuestManager>(0x170); } } }
public partial class ObjectManager : MemoryObject { public const int SizeOf = 0xA10;
public Storage Storage { get { return Read<Storage>(0x7C0); } } public Ptr<Container<Scene>> Scenes { get { return ReadPointer<Container<Scene>>(0x9C8); } } // UPDATED
public Ptr<X790> x790 { get { return ReadPointer<X790>(0x7B8); } } public Ptr<ExpandableContainer<Actor>> RActors { get { return ReadPointer<ExpandableContainer<Actor>>(0x988); } } public Ptr<ListPack<TimedEvent>> xA04_Ptr_TimedEvents { get { return ReadPointer<ListPack<TimedEvent>>(0xA34); } } public Ptr<Player> Player { get { return ReadPointer<Player>(0xA0C); } } public Ptr<UIManager> UI { get { return ReadPointer<UIManager>(0x9FC); } } public Ptr<Container<World>> CWorlds { get { return ReadPointer<Container<World>>(0xA04); } } } source
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Post by freddurst on Jan 5, 2017 4:13:19 GMT
Can someone make a guide on how to compile this? I have no idea.
Is there a working version right now?
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Post by pr0f1t on Jan 5, 2017 15:46:45 GMT
Cheers for all the work everyone has/will do. I still love it and use it everyday. THANKS!!
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Post by vitakaninen on Jan 5, 2017 17:18:31 GMT
Is there a link where we can donate to the current upkeeper of this project?
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johnb
New Member
Posts: 24
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Post by johnb on Jan 5, 2017 18:54:30 GMT
sturmprophet those offsets are only for the 32-bit client right?
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Post by sturmprophet on Jan 5, 2017 19:34:01 GMT
Exactly and there won't be any offsets for the 64bit version anytime soon...
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johnb
New Member
Posts: 24
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Post by johnb on Jan 5, 2017 19:52:58 GMT
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Post by sturmprophet on Jan 5, 2017 21:18:04 GMT
FK is not D3H. I won't believe it until i see it.
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